Difference between revisions of "Renamed Patterns"

From gdp3
Jump to: navigation, search
Line 38: Line 38:
  
 
[[Player-Decided Results]] (<- Player Decided Results)
 
[[Player-Decided Results]] (<- Player Decided Results)
 +
 +
[[Switches]] (<-Buttons)

Revision as of 12:59, 3 May 2011

A page collecting patterns whose name has been changed since the book Patterns in Game Design.

Actions Have Diegetically Social Consequences (<- Actions Have Social Consequences)

Challenging Gameplay (<- Right Level of Difficulty - Since one always wants the right level of difficulty, right? That wasn't that difficult was it?)

Diegetic Consistency ( <- Consistent Reality Logic)

Diegetically Outstanding Features <- Outstanding Features (and can be for specific game elements also, and might be manipulated)

Determinable Chance to Succeed ( <- Perceived Chance to Succeed - since one always wants the old version right?)

Emotional Attachment (<- Emotional Immersion)

Exaggerated Perception of Influence <- Perception of Influence - one always wants this - ( <- Illusion of Influence - since one might have the influence...) )

Game State Indicators (<- Status Indicators)

Game Worlds <- Game World

Geometric Progression ( <- Geometric Rewards for Investments)

Handicap Systems ( <- Handicaps )

Mules (<- Mule and absorbed Substitutional Algorithmic Agents)

Narration Structures (<- Narrative Structures ]

Player Created Game Elements ( <- Player Constructed Worlds )

Player-Planned Development (<- Planned Character Development)

Minigames (<- Games within Games)

Extra Chances (<- Rerolls)

Player-Decided Distributions (<- Player-Decided Distribution of Rewards & Penalties)

Player-Decided Results (<- Player Decided Results)

Switches (<-Buttons)